coyotesfrontier Posted August 1, 2019 Share Posted August 1, 2019 12 hours ago, Zorg said: Go to Gamedata/RealPlume/000_Generic_Plumes and find the .cfg with the same name as the plume you are trying to edit. Inside you will find the different effects, each will be under a MODEL_MULTI_SHURIKEN_PERSIST node. You can find the parameters that are applicable inside this. See the spoiler Reveal hidden contents MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = #$/PLUME[Hydrolox-Lower]:HAS[~processed[*]]/transformName$ localRotation = #$/PLUME[Hydrolox-Lower]:HAS[~processed[*]]/localRotation$ localPosition = #$/PLUME[Hydrolox-Lower]:HAS[~processed[*]]/flarePosition$ fixedScale = #$/PLUME[Hydrolox-Lower]:HAS[~processed[*]]/flareScale$ // name = #$/PLUME[Hydrolox-Lower]:HAS[~processed[*]]/plumeIdentifier$-shockcone modelName = RealPlume/MP_Nazari_FX/ssmeflame2big emission = 0.0 0 -----snip--------- } In the case of the hydrolox lower plume , the shock cone positioning and scaling are all controlled by the flare position and flare scaling. there is also a separate flare effect so the two are meant to move together. If you have a need for a custom plume where you need to edit the shock cone seperately, you could create a duplicate cfg , change the plume name (eg everywhere where is says hydrolox-lower to something else) and give the shock cone its own parameters. I suggest making your own custom one because if you edit this file it would mess up other engines using the same plume. If you dont want to do all that you need to work within the limitations of having shock cone and flare linked. I think thats how it is for all the realplume prefabs but I didnt check them all. EDIT: Actually come to think of it, it could be done by Module Manager patch that runs after the engine has been configured, I have to go right now but will drop by in a bit with a suggestion. Thank you! I was able to fix it with some difficulty. Link to comment Share on other sites More sharing options...
horace Posted August 2, 2019 Share Posted August 2, 2019 1.7.3 supported?? Link to comment Share on other sites More sharing options...
schwank Posted August 5, 2019 Share Posted August 5, 2019 Hi, if I only use stock + DLC game, can I delete some of the folders? I see many of them are for mod parts possibly. I want to streamline my game loading, please let me know, thanks! Link to comment Share on other sites More sharing options...
MIEPIC Posted August 5, 2019 Share Posted August 5, 2019 Hello! I don't know where I could report bugs but the plume from engines appears to be separated by about 5 meters https://imgur.com/a/OhAcIKC Link to comment Share on other sites More sharing options...
SpeedShot7 Posted August 8, 2019 Share Posted August 8, 2019 Hey are there any plans to make the plume more realistic? Like how the plasma trail is seen in many reentry videos? Link to comment Share on other sites More sharing options...
lajoswinkler Posted August 8, 2019 Share Posted August 8, 2019 7 hours ago, SpeedShot7 said: Hey are there any plans to make the plume more realistic? Like how the plasma trail is seen in many reentry videos? https://forum.kerbalspaceprogram.com/index.php?/topic/143040-161-reentry-particle-effect-14-2019-02-12/ Link to comment Share on other sites More sharing options...
Nittany Tiger Posted August 12, 2019 Share Posted August 12, 2019 (edited) On 8/2/2019 at 4:09 AM, horace said: 1.7.3 supported?? Works for me in 1.7.3, though it throws up Module Manager warnings based on syntax errors (Running Module Manager v4.0.3) . I wouldn't worry about them. [WRN 14:55:07.791] more than one :NEEDS tag detected, ignoring all but the first: RealPlume-Stock/MissingHistory/liquidEngineLV-303/@PART[liquidEngine303]:FOR[RealPlume]:NEEDS[SmokeScreen]:NEEDS[MissingHistory] [WRN 14:55:07.793] more than one :NEEDS tag detected, ignoring all but the first: RealPlume-Stock/MissingHistory/liquidEngineLV-909/@PART[liquidEngine3]:FOR[RealPlume]:NEEDS[SmokeScreen]:NEEDS[MissingHistory] [WRN 14:55:07.793] more than one :NEEDS tag detected, ignoring all but the first: RealPlume-Stock/MissingHistory/liquidEngineLV-T15/@PART[liquidEngineT15]:FOR[RealPlume]:NEEDS[SmokeScreen]:NEEDS[MissingHistory] [WRN 14:55:07.793] more than one :NEEDS tag detected, ignoring all but the first: RealPlume-Stock/MissingHistory/liquidEngineLV-T30/@PART[liquidEngine]:FOR[RealPlume]:NEEDS[SmokeScreen]:NEEDS[MissingHistory] [WRN 14:55:07.793] more than one :NEEDS tag detected, ignoring all but the first: RealPlume-Stock/MissingHistory/liquidEngineLV-T45/@PART[liquidEngine2]:FOR[RealPlume]:NEEDS[SmokeScreen]:NEEDS[MissingHistory] Edited August 12, 2019 by Nittany Tiger Link to comment Share on other sites More sharing options...
capran Posted August 15, 2019 Share Posted August 15, 2019 Not sure what's going on, but using this mod with stock config, and some of the stock engines have their plumes WAY behind the engine. https://steamcommunity.com/sharedfiles/filedetails/?id=1835946177 Link to comment Share on other sites More sharing options...
Guest Posted August 19, 2019 Share Posted August 19, 2019 (edited) @Nhawks17 Contributing configs for FTmN engines; tested on the versions from the Recycled Parts continuation maintained by linuxgurugamer. The speed values of the 570-610 Isp engines' plumes are reduced proportionally their lower exhaust velocity, since in the absence of a 'kerosene-NTR' plume (which realistically would look very similar to the hydrogen one anyway) I hoped to differentiate their visuals a little from the standard 'hydrogen type' at stockalike 780-815 Isp. @PART[ftmn40]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.9 fixedScale = 0.6 energy = 1.5 speed = 1.5 emissionMult = 1 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[ftmn80]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.85 fixedScale = 0.7 energy = 1.5 speed = 1.1 emissionMult = 1 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[ftmn160]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.9 fixedScale = 0.8 energy = 1.5 speed = 1.5 emissionMult = 1.5 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[ftmn180]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.85 fixedScale = 0.85 energy = 1.5 speed = 1.1 emissionMult = 1.5 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[ftmn280]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.9 fixedScale = 0.9 energy = 1.5 speed = 1.5 emissionMult = 2 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[ftmn400]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.8 fixedScale = 1.2 energy = 1.5 speed = 1.1 emissionMult = 2 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[bl40n]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.75 fixedScale = 0.9 energy = 1.5 speed = 1.15 emissionMult = 1 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } @PART[ltby5000]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hydrogen-NTR transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.75 fixedScale = 0.4 energy = 1.25 speed = 1.5 emissionMult = 1 } @MODULE[ModuleEngines*] { %powerEffectName = Hydrogen-NTR } } Edited August 19, 2019 by Guest Link to comment Share on other sites More sharing options...
viperwolf Posted August 23, 2019 Share Posted August 23, 2019 Im sure someone has asked this before, but I did not see it. When loading this through Ckan, it ask about 3 other mods that this works with? I Dont have any of those mods and cannot click continue without selecting one. Im confused about this part. Link to comment Share on other sites More sharing options...
harbingerdawn Posted August 24, 2019 Share Posted August 24, 2019 On 6/17/2019 at 12:41 PM, Jack the Green Ghost said: Hello I believe that there are a lot of smart people. Can one of you figure out how does SimpleRockets 2 makes its plumes? They look so cool. I think that adding similar plume to KSP will make the game better. Suuuuuuuper late reply, but SR2's plumes are meshes, with the mesh animated according to how over/under expanded the exhaust should be, and with the surface colored/textured with a shader effect (though some sprite particles are also used in addition to the main exhaust mesh). It's fundamentally different from how KSP does things, which is solely sprite particles. I don't know whether it would be possible to replicate SR2's plumes in KSP via modding, and it certainly wouldn't look as good given KSP's extremely limited graphical capabilities (lack of HDR especially). But maybe someone could pull it off. Link to comment Share on other sites More sharing options...
BlackEyedPhantom Posted August 29, 2019 Share Posted August 29, 2019 On 8/24/2019 at 4:54 AM, harbingerdawn said: Suuuuuuuper late reply, but SR2's plumes are meshes, with the mesh animated according to how over/under expanded the exhaust should be, and with the surface colored/textured with a shader effect (though some sprite particles are also used in addition to the main exhaust mesh). It's fundamentally different from how KSP does things, which is solely sprite particles. I don't know whether it would be possible to replicate SR2's plumes in KSP via modding, and it certainly wouldn't look as good given KSP's extremely limited graphical capabilities (lack of HDR especially). But maybe someone could pull it off. Thanks for replying. If not possible let's at least hope that that will be implemented in KSP2 Link to comment Share on other sites More sharing options...
harbingerdawn Posted August 29, 2019 Share Posted August 29, 2019 (edited) 2 hours ago, Jack the Green Ghost said: Thanks for replying. If not possible let's at least hope that that will be implemented in KSP2 There are probably ways to do it that are purely shader-based without having to use animated meshes at all, which would be an awesome way to do it if they could pull it off. That's what I would hope for. But SR2's method is cool too, and I'd be just as happy to see that used in KSP2. But now we're getting a bit off topic for this thread Edited August 29, 2019 by harbingerdawn Link to comment Share on other sites More sharing options...
Autolyzed Yeast Extract Posted September 2, 2019 Share Posted September 2, 2019 Is there a patch for the plume behind way behind most of the LFO engines yet? Link to comment Share on other sites More sharing options...
BlackEyedPhantom Posted September 6, 2019 Share Posted September 6, 2019 Can somebody tell me how I can get more performance with real plume? Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 6, 2019 Share Posted September 6, 2019 (edited) 1 hour ago, Jack the Green Ghost said: Can somebody tell me how I can get more performance with real plume? open the SmokeScreen window from the toolbar and lower the maximum particle count. Also globally disable physics (I think the option there is to disable not enable...) Edited September 6, 2019 by Drew Kerman Link to comment Share on other sites More sharing options...
Zorg Posted September 6, 2019 Share Posted September 6, 2019 New thread for updated RealPlume and RealPlume-Stock here: Link to comment Share on other sites More sharing options...
BlackEyedPhantom Posted September 6, 2019 Share Posted September 6, 2019 2 hours ago, Drew Kerman said: open the SmokeScreen window from the toolbar and lower the maximum particle count. Also globally disable physics (I think the option there is to disable not enable...) K I'll try tnx for replying Link to comment Share on other sites More sharing options...
Guest Posted September 7, 2019 Share Posted September 7, 2019 (edited) @Nhawks17 @Zorg I best put out the other things I did for this version before it's lost to time. There were always some configs missing for some of NecroBones' stuff, namely the stack decouplers and nosecones with sepmotors installed. TPdecoupler 0m, 1m, 2m, 3m belong to Fuel Tanks Plus (note the 1m and 2m share an entry separated by a |). 5m belongs to SpaceY. A config for this already exists but mine might be different since I carefully sized the plumes to the nozzle sizes. 7m, 10m belong to SpaceY Expanded. NBdecouplerLowProfile2m belongs to Modular Rocket Systems. @PART[TPdecoupler0m]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Solid-Sepmotor transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.15 energy = 0.6 speed = 1 } @MODULE[ModuleEngines*] { %powerEffectName = Solid-Sepmotor } } @PART[TPdecoupler1m|TPdecoupler2m]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Solid-Sepmotor transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.175 energy = 0.6 speed = 1 } @MODULE[ModuleEngines*] { %powerEffectName = Solid-Sepmotor } } @PART[NBdecouplerLowProfile2m]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Solid-Sepmotor transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.3 energy = 0.6 speed = 1 } @MODULE[ModuleEngines*] { %powerEffectName = Solid-Sepmotor } } @PART[TPdecoupler3m]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Solid-Sepmotor transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.25 energy = 0.6 speed = 1 } @MODULE[ModuleEngines*] { %powerEffectName = Solid-Sepmotor } } @PART[SYdecoupler5m]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Solid-Sepmotor transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.4 energy = 0.6 speed = 1 } @MODULE[ModuleEngines*] { %powerEffectName = Solid-Sepmotor } } @PART[SYdecoupler7m]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Solid-Sepmotor transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.475 energy = 0.6 speed = 1 } @MODULE[ModuleEngines*] { %powerEffectName = Solid-Sepmotor } } @PART[SYdecoupler10m]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Solid-Sepmotor transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.55 energy = 0.6 speed = 1 } @MODULE[ModuleEngines*] { %powerEffectName = Solid-Sepmotor } } SYSRBCones are all from SpaceY. @PART[SYSRBconeSize1*]:FOR[RealPlume]:NEEDS[SmokeScreen] // SpaceY Sepmotor Nosecones { PLUME { name = Solid-Sepmotor transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.35 energy = 0.6 speed = 0.8 } @MODULE[ModuleEngines*] { %powerEffectName = Solid-Sepmotor } } @PART[SYSRBconeSize2*]:FOR[RealPlume]:NEEDS[SmokeScreen] // SpaceY Sepmotor Nosecones { PLUME { name = Solid-Sepmotor transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.5 energy = 0.6 speed = 0.8 } @MODULE[ModuleEngines*] { %powerEffectName = Solid-Sepmotor } } @PART[SYSRBconeSize3*]:FOR[RealPlume]:NEEDS[SmokeScreen] // SpaceY Sepmotor Nosecones { PLUME { name = Solid-Sepmotor transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.7 energy = 0.6 speed = 0.8 } @MODULE[ModuleEngines*] { %powerEffectName = Solid-Sepmotor } } Edited September 7, 2019 by Guest Link to comment Share on other sites More sharing options...
Nhawks17 Posted September 7, 2019 Author Share Posted September 7, 2019 Can the mods please lock this thread as the new one is now up Link to comment Share on other sites More sharing options...
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